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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-30-2004, 03:37 AM   #21 (permalink)
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Hey, all I am trying to do is exploring the possibilities. I am trying to be open for new possibilities. Thats it. I do not have the intention to annoy people. Now lets drop that subject, there's no need to continue that.


On the bypassing subject, I was thinking of attaching programs. I was thinking of a possibility to "add" a program to generals that overrides existing commands, which would probably have to work in runtime. But as mastermind said correctly, thats illegal.


In the commandmap.ini theres a paragraph: CommandMap DEMO_RUNSCRIPT1

When you hit this button, does that really run a script? If yes, then the script could create an object at a relative location. This object acts a a mob nexus for the unit to move, lets call that a crusader.
So, when you hit the runscript1 button, it runs a script that creates a new mob nexus to the left, for example. The crusader should then follow the new mob nexus, as far as I can imagine.

Here is a pic
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Old 01-30-2004, 08:39 AM   #22 (permalink)
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I'm glad I stirred up so much discussion.

I wasnt thinking of a an FPS, more of an isometric game, but moving a units controls to the keyboard.
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Old 01-30-2004, 05:41 PM   #23 (permalink)
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In developer builds you could extend in this way via scripts in WorldBuilder but not any more. Theres no conclusive way to extend the functionality of the core engine outside of the INI files.
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Old 01-30-2004, 06:09 PM   #24 (permalink)
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It's not possible. The Dee has spoken.
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Old 01-30-2004, 09:47 PM   #25 (permalink)
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Yes indeed, Dee your model is done and sent, so is that what you wanted?
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Old 01-31-2004, 04:17 AM   #26 (permalink)
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Ok
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